hello, i’m wondering if there are some update hack & slash tutorials ?
i found one on youtube from BurgZerg arcade, just asking if there is someone else to look ?
thank you in advance for all the help.
hello, i’m wondering if there are some update hack & slash tutorials ?
i found one on youtube from BurgZerg arcade, just asking if there is someone else to look ?
thank you in advance for all the help.
Ha! Ha! I was now about to say BurgZerg arcade.
His hack and slash tutorial, is cool. Especially the one, that shows you
how to make Portals and other cool special fx.
I can’t remember of any others, but so far that one from Berg arcade, is like the
best one so far.
thank you for the information @BrandyStarbrite , i will check it!
When you say Hack and Slash, do you mean the old Diablo style ones, or the ones like Ninja Gaiden and the Musou games? Diablo style ones are out there and everywhere. For fast paced, Action oriented hack and slashes…well…there’s none. I’ve looked for days and never found one lol
@Shiro_Rin i mean like Ninja Gaiden.
I’m interested in this too. I imagine that for a character action hack n slash game, the main thing would be lots of precise animations/actions for yourself and enemies, also with tells and such.
It does, but it’s because of this that you really won’t find any tutorials. Character Action games are notoriously difficult to produce because, more than anything, of the amount of polish you need to put into them. There are some subjects, like using boxcasts for certain, more accurate to a fast pace collision detection that ay be out there, but those are going to be pretty disconnected from any general tutorial.
OP, your best bet is to play these games thinking like a designer and a programmer and an artist. Get a feel for how they mov, break down what they’re doing into chunks you can easily understand, then try and implement them yourself. You won’t find any character action based tutorials so you’re going to have to do this the old-fashioned way.
I was thinking about that, how basically for something like this you have to playtest the crap out of the mechanics compared to something like an RPG or platformer. When you have stuff like I-frames and enemy tells that last for half a second, I imagine precision is really, really important.
Invulnerability frames are the easy part. Use animation curves or events or state tags or …
As for the tells, you can either follow Batman or Dark Souls (since all melee combat is one or the other it seems). Batman uses a GUI to let you know when to parry and Dark Souls simply uses the animations to show the enemy is about to attack you. Both are only slightly more difficult than invulnerability frames.
I’m talking about balancing, not simply implementing them in the game. How long or how short should a tell be? I recall Hajime Tabata talking about how enemies in FF XV might not have typical tells because he wanted them to act like “real monsters.” I never heard how that came out, but the “tell” is a part of action combat that requires some care in its implementation.
Same thing for I-frames.